You were a Monk in a past life. You occasionally find yourself contemplating the mysteries of life. Each time you acquire this feat you gain +1 to damage rolls. This feat can be stacked up to three times.

You recall more about your past life as a monk. You have +2 to your Concentration skill, deal increased unarmed damage (one step higher than normal on the unarmed combat chart), and can enter an evasive trance once per rest, granting the evasion feat for a short period of time(20sec). (When you make a successful Reflex save to avoid damage, you suffer no damage instead of half damage.) Note: You must meet normal evasion requirements for this one. No medium or heavy armor, no heavy encumbrance.

A Centered state of being is a critical component of the Monk class. The most obvious sign of being uncentered appears when a Monk fights awkwardly and slowly when unarmed. Uncentered monks lose their ability to use many of their special abilities, such as ki attacks, and cannot generate ki.

Unarmed Strike (passive): Monks are tremendously skilled at unarmed combat and inflict more damage with their bare hands. As they increase in levels, so will the damage they will inflict with their unarmed attacks at level 4, 8, 12, 16 and 20.

Choice of a Martial arts feat: A monk may select martial arts feat for free. He must meet all prerequisites of the feat he selects.

Finishing moves (active): As your martial arts training continues, you will be able perform special finishing moves of great versatility and power. These finishing moves are unlocked by performing certain sequences of attack forms, and the finishing move icon will change (and a visible glow of Ki will appear about you) when you are ready to perform one.

Slow Fall (active): A monk's focus allows him to bend nature around him to reduce gravity's effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. The Monk must be centered to use this ability, and its effectiveness increases as you continue to gain power, at every two level.

Wholeness of Body (active): This feat allows monks expend 10 Ki to heal half their hit points over time. The formula for how many hit points is regained is (Monk level)/2 + Wisdom modifier every 2 seconds for 30 seconds. This feat cannot be used in combat, the monk must stand still and perform no action while he regenarates some of his hit points. There is a cool-down of 180 seconds. (Healing Amplification items and Improved Recovery enhancements may result in a full regeneration of HP.)

Abundant Step (active): At the cost of 10 Ki, a monk can use this ability to make horizontal leaps, closing to targets, traversing chasms, or zipping past enemies with less chance of being detected. There is a cooldown of three seconds on this feat and can only be used on yourself.

Fast Movement (passive): While centered (unarmored, unencumbered, and wielding monk weapons), a monk runs faster for every three monk levels he possesses.

Master of Forms: You continue on the path to enlightenment, further improving your elemental stances and learning new elemental strikes. These stance improvements replace those granted by Adept of Forms.

Slow Fall (active): Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.

Fast Movement (passive): While centered (unarmored, unencumbered, and wielding monk weapons), a monk runs faster for every three monk levels he possesses.

Grandmaster of Forms: You continue on the path to enlightenment, further improving your elemental stances and learning new elemental strikes. These stance improvements replace those granted by Master of Forms.

Slow Fall (active): Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.

Empty Body (active): You are able to focus your ki and walk the edge of the Plane of Shadow, mimicing the effects of a Shadow Walk spell. While this effect is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane.

Perfect Self (passive): You have transcended your former race, and are now considered a Lawful Outsider. You have gained damage reduction 10 / epic. Warforged retain most living construct traits.

Perfect Slow Fall (active): You have perfected the ability to recover from a fall unharmed. You never take damage from falling no matter how far you fall.

Shining Star (active): You use the combined power of Earth, Wind, and Fire to set up harmonic vibrations within your enemy that force them to dance. A successful Will save negates this effect. (DC 10 + Monk Level + Charisma mod)